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@ -1,8 +1,8 @@ |
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/******************************************************************************************* |
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* |
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* raylib [core] example - Ray-Picking in 3d mode, ground plane, triangle, mesh |
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* raylib [models] example - Ray picking in 3d mode, ground plane, triangle, mesh |
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* |
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* This example has been created using raylib 1.3 (www.raylib.com) |
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* This example has been created using raylib 1.7 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Copyright (c) 2015 Ramon Santamaria (@raysan5) |
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@ -11,7 +11,7 @@ |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "raymath.h" |
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#include "../src/raymath.h" |
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#include <stdio.h> |
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#include <float.h> |
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@ -24,7 +24,7 @@ int main() |
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int screenWidth = 800; |
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int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d ray picking"); |
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InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d ray picking"); |
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// Define the camera to look into our 3d world |
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Camera camera; |
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@ -41,22 +41,22 @@ int main() |
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Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model |
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Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture |
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tower.material.texDiffuse = texture; // Set model diffuse texture |
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Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position |
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BoundingBox towerBBox = CalculateBoundingBox( tower.mesh ); |
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bool hitMeshBBox; |
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bool hitTriangle; |
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bool hitMeshBBox = false; |
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bool hitTriangle = false; |
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// Test triangle |
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Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 }; |
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Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 }; |
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Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 }; |
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Vector3 bary = {0}; |
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Vector3 bary = { 0.0f, 0.0f, 0.0f }; |
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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@ -65,7 +65,6 @@ int main() |
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//---------------------------------------------------------------------------------- |
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UpdateCamera(&camera); // Update camera |
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// Display information about closest hit |
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RayHitInfo nearestHit; |
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char *hitObjectName = "None"; |
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@ -76,41 +75,50 @@ int main() |
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// Get ray and test against ground, triangle, and mesh |
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ray = GetMouseRay(GetMousePosition(), camera); |
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RayHitInfo groundHitInfo = RaycastGroundPlane( ray, 0.0 ); |
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if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) { |
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// Check ray collision aginst ground plane |
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RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f); |
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if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) |
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{ |
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nearestHit = groundHitInfo; |
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cursorColor = GREEN; |
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hitObjectName = "Ground"; |
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} |
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RayHitInfo triHitInfo = RaycastTriangle( ray, ta, tb, tc ); |
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if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) { |
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// Check ray collision against test triangle |
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RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc); |
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if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) |
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{ |
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nearestHit = triHitInfo; |
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cursorColor = PURPLE; |
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hitObjectName = "Triangle"; |
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bary = Barycentric( nearestHit.hitPosition, ta, tb, tc ); |
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bary = Barycenter(nearestHit.hitPosition, ta, tb, tc); |
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hitTriangle = true; |
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} else { |
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hitTriangle = false; |
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} |
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} |
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else hitTriangle = false; |
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RayHitInfo meshHitInfo; |
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// check the bounding box first, before trying the full ray/mesh test |
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if (CheckCollisionRayBox( ray, towerBBox )) { |
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// Check ray collision against bounding box first, before trying the full ray-mesh test |
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if (CheckCollisionRayBox(ray, towerBBox)) |
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{ |
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hitMeshBBox = true; |
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meshHitInfo = RaycastMesh( ray, &tower.mesh ); |
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if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) { |
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// Check ray collision against mesh |
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meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh); |
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if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) |
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{ |
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nearestHit = meshHitInfo; |
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cursorColor = ORANGE; |
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hitObjectName = "Mesh"; |
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} |
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} else { |
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hitMeshBBox = false; |
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} |
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} hitMeshBBox = false; |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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@ -120,65 +128,59 @@ int main() |
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Begin3dMode(camera); |
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// Draw the tower |
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DrawModel( tower, towerPos, 1.0, WHITE ); |
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DrawModel(tower, towerPos, 1.0, WHITE); |
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// Draw the test triangle |
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DrawLine3D( ta, tb, PURPLE ); |
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DrawLine3D( tb, tc, PURPLE ); |
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DrawLine3D( tc, ta, PURPLE ); |
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DrawLine3D(ta, tb, PURPLE); |
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DrawLine3D(tb, tc, PURPLE); |
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DrawLine3D(tc, ta, PURPLE); |
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// Draw the mesh bbox if we hit it |
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if (hitMeshBBox) { |
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DrawBoundingBox( towerBBox, LIME ); |
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} |
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if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME); |
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// If we hit something, draw the cursor at the hit point |
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if (nearestHit.hit) { |
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DrawCube( nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor ); |
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DrawCubeWires( nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW ); |
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if (nearestHit.hit) |
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{ |
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DrawCube(nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor); |
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DrawCubeWires(nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW); |
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Vector3 normalEnd; |
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normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x; |
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normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y; |
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normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z; |
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DrawLine3D( nearestHit.hitPosition, normalEnd, YELLOW ); |
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DrawLine3D(nearestHit.hitPosition, normalEnd, YELLOW); |
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} |
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DrawRay(ray, MAROON); |
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DrawGrid(10, 1.0f); |
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DrawGrid(100, 1.0f); |
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End3dMode(); |
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// Show some debug text |
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char line[1024]; |
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sprintf( line, "Hit Object: %s\n", hitObjectName ); |
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DrawText( line, 10, 30, 15, BLACK ); |
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if (nearestHit.hit) { |
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int ypos = 45; |
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sprintf( line, "Distance: %3.2f", nearestHit.distance ); |
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DrawText( line, 10, ypos, 15, BLACK ); |
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ypos += 15; |
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sprintf( line, "Hit Pos: %3.2f %3.2f %3.2f", |
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nearestHit.hitPosition.x, nearestHit.hitPosition.y, nearestHit.hitPosition.z ); |
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DrawText( line, 10, ypos, 15, BLACK ); |
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ypos += 15; |
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sprintf( line, "Hit Norm: %3.2f %3.2f %3.2f", |
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nearestHit.hitNormal.x, nearestHit.hitNormal.y, nearestHit.hitNormal.z ); |
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DrawText( line, 10, ypos, 15, BLACK ); |
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ypos += 15; |
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if (hitTriangle) { |
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sprintf( line, "Barycentric: %3.2f %3.2f %3.2f", |
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bary.x, bary.y, bary.z ); |
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DrawText( line, 10, ypos, 15, BLACK ); |
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} |
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// Draw some debug GUI text |
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DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK); |
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if (nearestHit.hit) |
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{ |
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int ypos = 70; |
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DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK); |
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DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f", |
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nearestHit.hitPosition.x, |
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nearestHit.hitPosition.y, |
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nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK); |
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DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f", |
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nearestHit.hitNormal.x, |
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nearestHit.hitNormal.y, |
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nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK); |
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if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); |
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} |
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DrawText( "Use Mouse to Move Camera", 10, 420, 15, LIGHTGRAY ); |
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DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY); |
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DrawFPS(10, 10); |
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